Druid
Base Class: Druid

You were called by the elements of the sky to bring it's rage under your own control

Storms fury

Starting at 2nd level, as a bonus action, you are able to mystically rage once per day for up to one minute (increasing to twice at 10th level and 3 times at 18th). For one minute your stored elemental powers burst through your body, giving a plus 2 to spell attacks, spell save DC, and resistance to lightening damage. It manifests with sparks of electricity striking from your as the storm rages forth from your being.

Electrified Strike

Starting at level 2, when you hit a creature with a melee attack you can expend a spell slot to ad 1d8 of magical electrical damage to the strike. Any spell slot expended above first adds an additional d8 to the damage, up to 5d8.  If a creature is an ooze or partially submerged in water add an additional 1d8.

Circle Spells

Starting at 3rd level, you gain access to circle spells for your associated land. A circle spell counts as a druid spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Your mystical connection to the storm infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells .

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Arctic
Druid Level Spells

3rd

Gust of Wind, Warding Wind

5th

Fireball, Lightning Bolt

7th

Ice Storm, Storm Sphere

9th

Storm of Vengeance, Maelstrom 

 

Lightning's Conduit

At  6th level, you are now lightnings conduit. You have resistance to lightening damage and Thunder Damage.

Storm Caller

Starting at 10th level, a Storm Caller can cast particular spells as Bonus action spells. Understanding the storms you now gain the ability to bring the forces of those storms to you faster than normal. You can pick one of the following spell types to cast as a bonus action: Lightning Rod, Ice Spout or Thunder Stick.

Ice Spout

You can now cast Cold Spells that normally cost an Action as bonus action

Lightning Rod

Allows you to cast Lightening Spells that normally took one action to be cast as a bonus action.

Thunder Stick

You can now cast thunder spells that normally would take an Action as Bonus Actions 

Shocking Defense

At 14th level, as an Action you can use a 1st level or higher spell slot to create an electrical barrier around yourself for one minute.  Anyone within 5 feet must make a dc 15 dex save or be shocked by the sphere. 

This sphere increase the casters AC by 2. You gain +1 to AC per spell slot above 1st (e.g. use a 2nd lvl slot and gain +3 to AC).

If any creature ends its' turn within 5ft of you must make a dex save against your spell save DC at the end of their turn or take 2d6 per spell slot used to cast initial sphere, they take half on a successful save.

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2019 12:23:35 AM
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5/28/2019 11:38:27 PM
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1/3/2021 3:52:22 PM
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